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[250R+] Medic Armor

Started by Slothex [1414429] on in Suggestions.

181 replies · 1.44k views · thread synced · 5 days ago · View on torn.com

Posts archived: 182 / 182 posts (100%) · the total is Torn's reply count + the opening post at the last fetch

RedBaronJackal [3070557]

I made an suggestion that includes Medical armor modifications. You might like to read and support :) 

 

https://www.torn.com/forums.php#/p=threads&f=4&t=16420622&b=0&a=0

Chedburn [1] Admin Developer

Armor sets must provide a bonus that is defensive in nature, and the bonus must have an effect within attacks. At this time, I'm not willing to break out of this clearly defined structure by applying armor bonuses to other areas of the game.

 

Here are the existing bonuses for reference:


Reduced opponent melee damage (%)

Reduces opponent bullet damage (%)

Reduced opponent damage (%) when under 1/4 life

Negative Status Effects are reduced (%)

Increase (%) to maximum life

Increase (%) to Defense Passives

Increase (%) to Dexterity Passives

Chance (%) to fully block incoming damage

 

Thanks.

Penetration [2340613]

If the goal is a perk for revivers, you might consider a new suggestion and structuring it around Traits. Ched mentioned wanting to do Traits in the future (11th merit perk).  This seems like something that could be suitable for the Life category.

 

Or perhaps a new merit row altogether that's dedicated to revivoe play style. With each merit providing a 2.5% chance of a revive costing no energy. 10 perk would mean 25% chance of energy saved. An 11th Trait for it could focus on Revive cooldown. Traits need a positive and a negative, so something like an increased revive chance on others but also lowering your revive time.

 

 

I do think medic route could use a bit more catering as a playstyle. Hope this helps.

 

Edit: Chedburn liked this post.